precision mediump float;

varying vec3 v_Color;
varying float v_ElapsedTime;

uniform sampler2D u_TextureUnit;

void main() {
    gl_FragColor = vec4(v_Color / v_ElapsedTime, 1.0) *
        texture2D(u_TextureUnit, gl_PointCoord);
    //gl_FragColor = vec4(v_Color / v_ElapsedTime, 1.0);

    /*float xDistance = 0.5 - gl_PointCoord.x;
    float yDistance = 0.5 - gl_PointCoord.y;
    float distanceFromCenter =
        sqrt(xDistance * xDistance + yDistance * yDistance);
    if (distanceFromCenter > 0.5) {
        discard;
    }
    else {
        gl_FragColor = vec4(v_Color / v_ElapsedTime, 1.0);
    }*/
}
